Simulating Turn-Based Rpg Using System Dynamics As a Balancing Tool: Automating Play Testing

Total Page:16

File Type:pdf, Size:1020Kb

Simulating Turn-Based Rpg Using System Dynamics As a Balancing Tool: Automating Play Testing SIMULATING TURN-BASED RPG USING SYSTEM DYNAMICS AS A BALANCING TOOL: AUTOMATING PLAY TESTING 1ERVINA WIJAYA, 2ARYA ANTAPUTRA, 3YUSUF ISLAM Human Computer Interaction Surya University Tangerang, Indonesia E-mail: [email protected] Abstract- Designing game balancing by game designers are tedious work where they need to design the statistics using spreadsheet, and playtest them manually in many iterations. Finished balancing will be the best state of the game to deliver as intended by its game designer. In order to reach the said state, game designer must spend a good deal of time doing playtesting. Therefore, this paper proposes a game balancing tool which functions to automate playtesting by simulating model of battle RPG using utilized system dynamics. The purpose is to help game designer cuts playtesting time to collect insights on how their current balancing works. This paper explores the possibility of creating and using system dynamics to model RPG, especially battles, to be used as game balancing tool to help building strategies in design direction. Keywords- playtesting, simulation, system dynamics model, turn-based RPG, game balancing tool I. INTRODUCTION is one of the oldest genre of game, examples of RPGs are Chrono Trigger, Final Fantasy, Pokemon, etc. The Role playing games (RPG) incorporates various key elements of RPGs are where the player as main numbers inside their game mechanics. The character who is either a hero or a pokemon trainer, relationships between players and enemies are going on an adventure to complete quests. During the connected by battle mechanism. As game designers adventure, player will be faced by enemies and need to design balancing to those numbers to make battles where player needs to beat the enemies before every game from scratch. Ideally, a game is getting beaten, win the battle, and then gradually get considered balanced when it does drive most of target experience points to gain more levels as they progress players to quit before the game reaches its final. The through the game. The relationship between core aim of game design is to create a fun experience points needed each level is called entertainment/game for players [1]. progression relationship. The other is tradeoff The complexity of considering how the numbers relationship where number of certain item is traded affect each other often hinders game development. with another item. The simple example is trading Currently there exist several enemy/monster statistics gold with potion items. These progression and generators to help the designing, but they have tradeoff relationships affect on how balanced a game limitations. Once being merged into a whole game, is when player is interacting with game components playtesting session is still needed to test the balancing. [4]. A research about game balancing tool found several feature requirements by asking game designers. One The basic numbers that are part of most RPGs are: (a) of them was the ability to do live-edit playtesting that level, (b) exp (experience point), (c) attack, (d) concerned to avoid time wasting by stopping and defend, (e) randomness. The relationships between editing back and forth [2]. two number elements can be represented as curve. There are several types of curve: identity, linear, In the other hand, there is a method that is used to exponential, logarithmic, triangular, or even custom model, simulate, analyze complex real-world systems crafted curves. called system dynamics [3]. As game is also being able to be perceived as a system, this paper’s objective B. Randomness is to fill the gap by using system dynamics as the Random is needed in not only RPG, but most game in backbone and the demand of playtesting automation. order to create a realistic point of view. For example, This research starts with literature review of RPG in reality during a battle, damage produced by a balancing includingnumerical relationship, character cannot be always constant; even robots don’t progression, and system dynamics. Then, continuing produce 100% same output all time. Constant conceptualization of simulation model, which finally relationships will make the game feels static and the simulation will be run based on a scenario in everything becomes predictable; which will become imaginary case study. boring for players. That is why game designers like to implement randomness in their game, but in such a II. LITERATURE REVIEW way to avoid wild randomness. A. Numerical Relationships Several ways to implement randomness in calculation Game is consisted of numbers and mechanic that is by using dice roll or using normal/uniform governs how each number relates to the others. RPG distribution. When designing randomness in game, Proceedings of 117th IASTEM International Conference, Jakarta, Indonesia, 30th-31st May 2018 45 Simulating Turn-Based RPG Using System Dynamics as a Balancing Tool: Automating Play Testing designer needs to understand the probabilities of III. METHODOLOGY winning and losing the game [5]. A. Case Study C. Enemy Random Encounter v.s. StaticEncounter The case study used to design this tool is using a Single player RPGs usually need bot monsters called scenario of persona of a game designer for RPG who mob to fight in forest/dungeon to help gain level, usually works on games using RPG Maker. unlike multiplayer RPGs. Currently, there are two At early game development, a game designer wants to possibilities of designing enemy encounter type for a design her RPG to have this difficulty of having 2-3 game [6]: turn to take out enemy at first forest, then raised until 1. Random encounter: when player is walking 5-7 turn for entering new dungeon of more powerful through a dungeon, they will encounter enemy. As player travels through dungeon and invisible enemy which are spawned by gaining more level, when they are out of dungeon counting how many steps are taken. (after beating 20 enemies), player can re-enter 2. Static encounter: Another one usually this dungeon and fight with same set of monsters which type of encounter consists of visible enemies will be faster; decreasing turn count to 3-5. where player can see the enemy position in the Game designer looks for feedback data of whether the map. Battle will be engaged when player enemies are balanced enough for player in each state touches the enemy, while also able to walk past battle to make further amendments for enemies’ the enemy by avoiding contact. This method statistics to reach the balancing she wants. will require designer to position enemy over the map. B. System Dynamics System dynamics is a methodology to analyze D. RPG Maker structure and how a system behaves developed by RPG Maker is game engine specific for RPG MIT [8]. By dividing a system into variables and development. RPG Maker currently has several series model their relationships, the audience will be able to for witch the popular versions now are RPG Maker understand the behavior of certain variables. VX, RPG Maker VX Ace, and RPG Maker MV. RPG Relationships are modelled by using mathematical Maker has created hundreds of games; both traditional equation involving related variables by analyzing the RPG and nontraditional such as visual novel horror referenced system itself. RPG genre [7]. System dynamics models’ purposes is to: (a) teach RPG Maker has features which are designed audience how a system works and learning its specifically toward the ease of RPG development, and behaviors, (b) creating a predictive simulation to test that makes it a good source to reflect on how RPG out policy makings. System dynamics could be structures are usually and generally built. represented as qualitative and quantitative modeling. RPG Maker implements elements of RPG into: Qualitative modeling takes form of causal loop 1. Maps: filled with items, NPCs, and enemies diagram, while quantitative modeling uses stock-flow in a specific position in a space. diagram [9]. During development, it is 2. Actors: actors are basically playable recommended to use stock-flow diagram in the characters. They have statistic template formulation stage [8]. consisted of 9 elements: EXP curve, Max HP, System dynamics is used to model RPG battle Max MP, Attack, Defend, M.Attack, simulation in this paper because game is also a system M.Defend, Agility, and Luck. These elements that has related variables. are saved as element-to-level curve, which there’s a feature to generate the curve based IV. IMPLEMENTATION AND on growth speed. EXPERIMENTATION 3. Enemies: a database of enemy troops. Each enemy also has 9 elements actors have, in After literature studies to understand balancing in addition to EXP Drop and behaviors. These RPG, developing the system dynamics model was behaviors represent enemy’s actions and its divided into 4 stages. There was also studies on how a probability to act. turn-based RPG is usually made in order to create a 4. Items:a database of items accessible during balancing tool that could work with wide variety of battle. Items includes potions, having amount turn-based RPG. The studies and observations of restoration point. collected will help designing game rules and 5. Skills: a database of skills, including physical elements’ relationship. Followed stage is developing attack. RPG maker uses a default damage the system dynamics model using framework formula: consisted of: (a) problem identification (b) conceptualization (c) formulation (d) testing. All stages are done in chronological order using iteration (1)develo pment process. Each iteration’s feedbacks were Proceedings of 117th IASTEM International Conference, Jakarta, Indonesia, 30th-31st May 2018 46 Simulating Turn-Based RPG Using System Dynamics as a Balancing Tool: Automating Play Testing used to improve the model in the next iteration. Few conceptualization points will be explained in model’s discussion. A. System Dynamics Model 1) Model Framework System dynamics model was developed using stock and flow diagram developed using Vensim PLE by Ventana Software.
Recommended publications
  • Game Engines with Visual Scripting ● Specialized Game Engines ● Framework Like Game Engines ● Niche Game Engines
    Game Engines Jaanus Jaggo 2020 This is not even half of all the engines! Game engines 3 2 6 4 5 1 7 8 9 12 10 11 14 13 15 2 This is not even half of all the engines! Game engines 3 2 6 4 5 7 8 9 12 10 11 14 13 15 3 This is not even half of all the engines! Game engines 3 6 4 5 7 8 9 12 10 11 14 13 15 4 This is not even half of all the engines! Game engines 6 4 5 7 8 9 12 10 11 14 13 15 5 This is not even half of all the engines! Game engines 6 5 7 8 9 12 10 11 14 13 15 6 This is not even half of all the engines! Game engines 6 7 8 9 12 10 11 14 13 15 7 This is not even half of all the engines! Game engines 7 8 9 12 10 11 14 13 15 8 This is not even half of all the engines! Game engines 8 9 12 10 11 14 13 15 9 This is not even half of all the engines! Game engines 9 12 10 11 14 13 15 10 This is not even half of all the engines! Game engines 12 10 11 14 13 15 11 This is not even half of all the engines! Game engines 12 11 14 13 15 12 This is not even half of all the engines! Game engines 12 14 13 15 13 This is not even half of all the engines! Game engines 14 13 15 14 This is not even half of all the engines! Game engines 14 15 15 This is not even half of all the engines! Game engines 15 16 This is not even half of all the engines! Game engines 17 Game engines 18 There is no “best” game engine As there is no “best” programming language But some people like to express their opinion loudly! I consider myself to be quite unbiased.
    [Show full text]
  • Simple Game with Unity3d
    Simple Game with Unity3D Harry Octavianus Purba - 13514050 Informatics School of Electrical Engineering and Informatics ITB Bandung, Indonesia [email protected] Abstract—Many of people already playing game. To make the game, people can choose one of many game maker. Unity3D is on III. MAKING SIMPLE GAME WITH UNITY3D of game maker software. How to make game with game maker software ? Is it hard to make ? Making the game with Unity3D, just need five basic step. Making simple game with unity, can be done by several steps : Keywords—Unity3D;game A. Prepare Assets I. INTRODUCTION Assets is set of object in a unity project. Assets can be image from unity, or image import from other directory in In modern life, game is not something rare in people. PC, can be script, can be scene , and others. Assets in unity are Many people already playing the game. The game users placed at the bottom by default. The purpose of asset in unity vary,from child to old. Many types of games for example is the collection of objects to make a project in unity. adventure games , action games, board games, simulation games, puzzle, and others. The purpose of the game basically to entertain, but many people make games as a passion. To satisfy needs of the games, people need game maker software. Until know , many software that human can use to make a game, from the simple game to the complex game for example Game Maker Studio, RPG Maker, Game Salad, 3D Rad Engine, Unity, and others. How to make the game with that software ? Is it hard or easy to make? In this paper, will be explained how to make simple game with unity.
    [Show full text]
  • Metadefender Core V4.12.2
    MetaDefender Core v4.12.2 © 2018 OPSWAT, Inc. All rights reserved. OPSWAT®, MetadefenderTM and the OPSWAT logo are trademarks of OPSWAT, Inc. All other trademarks, trade names, service marks, service names, and images mentioned and/or used herein belong to their respective owners. Table of Contents About This Guide 13 Key Features of Metadefender Core 14 1. Quick Start with Metadefender Core 15 1.1. Installation 15 Operating system invariant initial steps 15 Basic setup 16 1.1.1. Configuration wizard 16 1.2. License Activation 21 1.3. Scan Files with Metadefender Core 21 2. Installing or Upgrading Metadefender Core 22 2.1. Recommended System Requirements 22 System Requirements For Server 22 Browser Requirements for the Metadefender Core Management Console 24 2.2. Installing Metadefender 25 Installation 25 Installation notes 25 2.2.1. Installing Metadefender Core using command line 26 2.2.2. Installing Metadefender Core using the Install Wizard 27 2.3. Upgrading MetaDefender Core 27 Upgrading from MetaDefender Core 3.x 27 Upgrading from MetaDefender Core 4.x 28 2.4. Metadefender Core Licensing 28 2.4.1. Activating Metadefender Licenses 28 2.4.2. Checking Your Metadefender Core License 35 2.5. Performance and Load Estimation 36 What to know before reading the results: Some factors that affect performance 36 How test results are calculated 37 Test Reports 37 Performance Report - Multi-Scanning On Linux 37 Performance Report - Multi-Scanning On Windows 41 2.6. Special installation options 46 Use RAMDISK for the tempdirectory 46 3. Configuring Metadefender Core 50 3.1. Management Console 50 3.2.
    [Show full text]
  • Openbsd Gaming Resource
    OPENBSD GAMING RESOURCE A continually updated resource for playing video games on OpenBSD. Mr. Satterly Updated August 7, 2021 P11U17A3B8 III Title: OpenBSD Gaming Resource Author: Mr. Satterly Publisher: Mr. Satterly Date: Updated August 7, 2021 Copyright: Creative Commons Zero 1.0 Universal Email: [email protected] Website: https://MrSatterly.com/ Contents 1 Introduction1 2 Ways to play the games2 2.1 Base system........................ 2 2.2 Ports/Editors........................ 3 2.3 Ports/Emulators...................... 3 Arcade emulation..................... 4 Computer emulation................... 4 Game console emulation................. 4 Operating system emulation .............. 7 2.4 Ports/Games........................ 8 Game engines....................... 8 Interactive fiction..................... 9 2.5 Ports/Math......................... 10 2.6 Ports/Net.......................... 10 2.7 Ports/Shells ........................ 12 2.8 Ports/WWW ........................ 12 3 Notable games 14 3.1 Free games ........................ 14 A-I.............................. 14 J-R.............................. 22 S-Z.............................. 26 3.2 Non-free games...................... 31 4 Getting the games 33 4.1 Games............................ 33 5 Former ways to play games 37 6 What next? 38 Appendices 39 A Clones, models, and variants 39 Index 51 IV 1 Introduction I use this document to help organize my thoughts, files, and links on how to play games on OpenBSD. It helps me to remember what I have gone through while finding new games. The biggest reason to read or at least skim this document is because how can you search for something you do not know exists? I will show you ways to play games, what free and non-free games are available, and give links to help you get started on downloading them.
    [Show full text]
  • Legends of Learning and IGDA Game Design Challenge Lesson Plans
    Legends of Learning & IGDA Game Design Challenge About the Game Design Challenge With many schools adopting a virtual or hybrid plan this school year, students are missing out on the opportunity to engage in hands-on STEM experiences with their friends and classmates. To help fill this void, and encourage learning, computational thinking, and fellowship, Legends of Learning and International Game Developers Association (IGDA) are hosting a month-long Game Design Challenge. This virtual experience will enable K-12 students to learn more about game development and practice critical thinking while expanding their portfolios. This packet contains lesson plans for the Game Design Challenge to assist teachers with integrating this experience into their classrooms if they would like their students to follow along. Each lesson week will also have at least one live-streamed talk for students to watch as well. We are excited to provide all learners with an opportunity to design a game, no matter their device-access, age, or previous experience. Depending on the grade level and experience of the participating students, there will be two different tracks they can participate in: ● Fully build out a video game, using their choice of platform ○ Examples: CORE, Unity, Game Maker, Scratch, RPG Maker ● Create a paper prototype and game design document Lesson 1: Game Development Concept & Planning The first step of any large project is to determine the base components of the project and make a plan on how to bring those together. In this lesson, students will work to create an initial design for their game. Then they will make a plan to bring that design to life.
    [Show full text]
  • Encounters Reference
    Classic Dungeon Designer’s Netbook #4 OLD SCHOOL ENCOUNTERS REFERENCE This unauthorized reference sourcebook contains everything the Dungeon Master needs for designing encounters for 1st edition Advanced Dungeons & Dragons™ adventures conveniently organized for online and tabletop use. Also compatible with OSRIC. Written & Edited by B. Scot Hoover [email protected] Version 3 Revised (7.28.08) - 0 - TABLE of CONTENTS Prologue 2 Abbreviation Codes 3 Chapter I: Men 4 Chapter II: Demi-humans & Humanoids 50 Chapter III: The Underworld 66 Chapter IV: The Wilderness 81 Chapter V: Settlements & Civilization 103 Chapter VI: Treasures 113 Chapter VII: The Campaign 135 Chapter VIII: Forms & Appendices 144 Index 156 - 1 - PROLOGUE: On Designing Your Own Game Non-player character generation will generally follow the method(s) used to create PCs. However, there are necessary shortcuts and parcels of information included in a carefully done game, or else the poor GM will be forever immersed in the morass of finding out the precise nature of who his players meet, who opposes them, and the like. It should not be necessary for the GM to roll dice to determine all the attribute scores of every non-player character, for instance. The game must include provisions for defining NPCs so that they can be generated quickly, but without causing every such character to be a mirror image of every other one. Although it is a relatively short and minor part of any game, this area is still interesting, for it will show just how well thought out the design is. Opponents are the creatures and things that will generally be adverse, at best non- hostile, to the PCs.
    [Show full text]
  • RPG Maker Player You Know Your Organization Has Taken Off When It
    RPG Maker Player Play Journal Entries Ed™ Edward_Wetter 09/04/2017 8:09 PM You know your organization has taken off when it has its own video game… I still take full credit for creating the ZNG, by the way. …Kidding! Mostly. =P I'll call this a log of what is already the greatest RPG ever (it has ME in it!), but it's only a demo and will consist of less of a record and more of me laughing at jokes you probably won't understand. E Yeah! e 12 r 44 D Advertisement Share this Post 2 Share Embed Comment Ed™ 09/04/2017 8:12 PM So forty seconds in I'm already stifling laughter to keep from waking the whole house up. I'd have picked a better time to play this, but there really is no better time. E Yeah! e 1 D Ed™ 09/04/2017 8:13 PM Stifling is not working. Oh, and spoilers aren't marked guys. Don't read this, obviously. E Yeah! e 1 D Ed™ 09/04/2017 8:15 PM ND, what have you done?! This is brilliantly horrible and I love it. E Yeah! e 2 D Nintendoer 09/04/2017 8:18 PM Breaking down already, "Frederick"? =P Notifs. E Yeah♥ e 1 D Ed™ 09/04/2017 8:21 PM Glitch swords to Soggy Books... The references are just supplemented by the downright weird! Stagger's got a straight-out Evil Empire? Haha, there really is no ZNGer who makes a better villain..
    [Show full text]
  • Localization Tools in General Purpose Game Engines: a Systematic Mapping Study
    Hindawi International Journal of Computer Games Technology Volume 2021, Article ID 9979657, 15 pages https://doi.org/10.1155/2021/9979657 Review Article Localization Tools in General Purpose Game Engines: A Systematic Mapping Study Marcus Toftedahl Division of Game Development, University of Skövde, Skövde, Sweden Correspondence should be addressed to Marcus Toftedahl; [email protected] Received 31 March 2021; Accepted 5 July 2021; Published 23 July 2021 Academic Editor: Cristian A. Rusu Copyright © 2021 Marcus Toftedahl. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. This paper addresses localization from a game development perspective by studying the state of tool support for a localization work in general purpose game engines. Using a systematic mapping study, the most commonly used game engines and their official tool libraries are studied. The results indicate that even though localization tools exists for the game engines included in the study, the visibility, availability, and functionality differ. Localization tools that are user facing, i.e., used to create localization, are scarce while many are tool facing, i.e., used to import localization kits made outside the production pipeline. 1. Introduction tions or specific corporate entities handling functions such as marketing or distribution. This is not always the case with “The world is full of different markets and cultures and, to indie game development, where Pereira and Bernardes [7] maximize profits™[sic], nowadays games are released in sev- note that the structure of indie development is more flexible, eral languages.
    [Show full text]
  • NPA Computer Games Development
    NPA Computer Games Development Date Period 1 Period 2 Period 3 Period 4 Period5 Period 6 10th June Introduction to Overview of What is a Game? History of video Practical work on Practical work on Games Gaming Platforms games boardgames or boardgames or Development video games video games 17th June Practical work on Practical work on Game Genres Investigate Gaming Practical work on Practical work on boardgames or boardgames or Platforms boardgames or boardgames or video games video games video games video games 24th June Investigate games Investigate games Investigate games Investigate games Holiday Holiday on different on different on different on different platforms platforms platforms platforms 12th Aug Holiday Holiday Holiday Holiday Comparison of Comparison of gaming devices gaming devices (input and output) (input and output 19th Aug Outcome 1(a) – Outcome 1(a) – Investigate gaming Outcome 1(b) RPG maker VX ACE RPG maker VX ACE comparison of 2 comparison of 2 devices (input and comparison of 2 or Gamemaker 8.1 or Gamemaker 8.1 gaming platforms gaming platforms output) input and 2 output Tutorials Tutorials devices 26th Aug Emerging Identify backing Outcome 1(c) – 2 Role of the Game RPG maker VX ACE RPG maker VX ACE Technologies store used in games emerging designer or Gamemaker 8.1 or Gamemaker 8.1 consoles technologies Tutorials Tutorials 2nd Sep Investigate and Game Design Game Design Game Design Gamemaker 8.1 Gamemaker 8.1 classify game Concepts – Concepts ‐ Concepts – level Tutorials Tutorials genres Narrative character and environment
    [Show full text]
  • Creating a Game Using Visual Novel Maker
    Nguyen Dang Khoa CREATING A GAME USING VISUAL NOVEL MAKER CREATING A GAME WITH VISUAL NOVEL MAKER Nguyen Dang Khoa Bachelor’s thesis Spring 2019 Information Technology Oulu University of Applied Sciences ABSTRACT Oulu University of Applied Sciences Degree programme, in Information Technology Author: Nguyen Dang Khoa Title of the bachelor’s thesis: Creating a game using Visual Novel Maker Supervisor: Kari Laitinen Term and year of completion: Spring 2019 Number of pages: 91 The aim of this thesis was to study the game making engine, VNMaker. The aim was to create a playable demo using the engine from a beginner’s point of view and to test the effectiveness of VNMaker in assisting game development as a commercially used game engine. In this project, many core features of VNMaker were explored in-depth and ex- amples were given, including pictures and screenshot examples of the develop- ment process. Character artworks and UI were designed and drawn for the pur- pose of being used in the demo. The demo reached a playable state at the end of the work and a final evaluation of the tools was given. There was still more room for extra development on the demo such as better artwork, coding of UX and UI and playing experience, and writing for the story of the game. However, the purpose of the thesis was reached. VNMaker can be highly recommended for programmers and artists who are planning to work on their own visual novels. Keywords: game development, engine, software development, game design 3 PREFACE This thesis presents the final piece of study for my bachelor’s thesis at the Oulu University of Applied Sciences.
    [Show full text]
  • 1 Make Your Own Game Tutorial II: Intro to Mapping
    Make Your Own Game Tutorial II: Intro to Mapping What is a Map in RPG Maker VX Ace? The First Step in Creating your Own Game A map in RPG Maker VX Ace is a single continuous With this tutorial, we will take the first step into collection of tiles used to visually create a location in your actually creating our short example game. This game will game’s world. consist of the following: As we discussed in the last tutorial, a map is constructed • 1 Town from 32 x 32 pixel tiles. There is an element of layering as well, allowing you to put different types of tiles on top of • 1 Small World Map each other, giving you a composite tile. • 1 Dungeon with two floors Combined these tiles will create a single location for • 3 Playable Heroes with unique skills your character’s to explore. • A variety of Random Encounters • 1 Big Bad Boss In the tutorials, I will show you the techniques I am using to create each component, but you can easily modify each step as you see fit. In fact, some steps will be left for you to finish using the techniques I am teaching. Our first step will be to create the map of the main An RPG Maker VX Ace Map character’s home village. But first, we will look at some fundamentals. http://www.rpgmakerweb.com/ 1 Make Your Own Game Tutorial II: Intro to Mapping The Map Editor Interface Figure 2-1 shows the Map Editor with the important parts labelled.
    [Show full text]
  • A Look Inside the Final Fantasy VII Game Engine
    "Gears" A look Inside the Final Fantasy VII Game Engine. By Joshua Walker and the "Qhimm Team" Table of Contents Introduction History Engine Basics I. Parts of the Engine II. Generic Program Flow The Kernel I. Kernel Overview 1.1 History 1.2 Kernel Functionality II. Memory Management 1.1 RAM Management 1.2 PSX VRAM Management 1.3 PSX CD-ROM Management III. Game Resources 1.1 The KERNEL.BIN Archive 1.2 The KERNEL2.BIN Archive IV. Low Level Libraries 1. PC to PSX Comparison 1.1 Data Archives 1.1.1. BIN Archive format 1.1.2. LZS Compressed archive for PSX 1.1.3. LGP Archive format for PC 2. Textures 2.1. TIM texture data format for PSX 2.1.1 Basic Terms 2.1.2 TIM File Format 2.2. TEX texture data format for PC 3. File Formats For 3D Models 3.. Model format for PSX 3.2. Model formats for PC 3.2.1. HRC Hierarchy data format for PC 3.2.2. RSD Resource Data format for PC 3.2.3. "P" Polygon data format for PC The Menu Module I. Menu Overview II. Menu Initialization III. Menu Modules 1. Begin 2. Party 3. Item 4. Magic 5. Eqip 6. Stat 7. Change 8. Limit 9. Config. 10. Form 11. Save 12. Name 13. Shop VI. Calling the various menus V. Menu dependencies VI. Save Game Format The Field Module I. Field Overview - A Look at the Debug Rooms 1. Kitase's Room(北) 2. Kyounen's Room(京) 3. Nojima's Room(野) 4.
    [Show full text]